Effects of Social Network Exposure on Nutritional Learning: Development of an Online Educational Platform [0.03%]
社交网络曝露对营养学习的影响:线上教育平台的开发
Noa Dagan,Daniel Beskin,Mayer Brezis et al.
Noa Dagan et al.
Background: Social networking sites (SNSs) such as Facebook have the potential to enhance online public health interventions, in part, as they provide social exposure and reinforcement. ...
Training Vegetable Parenting Practices Through a Mobile Game: Iterative Qualitative Alpha Test [0.03%]
通过手机游戏培养蔬菜种植实践:迭代定性Alpha测试
Leah Brand,Alicia Beltran,Richard Buday et al.
Leah Brand et al.
Background: Vegetable consumption protects against chronic diseases, but many young children do not eat vegetables. One quest within the mobile application Mommio was developed to train mothers of preschoolers in effectiv...
Using a Virtual Environment to Deliver Evidence-Based Interventions: The Facilitator's Experience [0.03%]
基于虚拟环境交付循证干预措施:实施者的经验
Michelle Aebersold,Antonia Villarruel,Dana Tschannen et al.
Michelle Aebersold et al.
Background: Evidence-based interventions (EBIs) have the potential to maximize positive impact on communities. However, despite the quantity and quality of EBIs for prevention, the need for formalized training and associa...
Health Behavior Theory in Physical Activity Game Apps: A Content Analysis [0.03%]
基于健康行为理论的运动游戏APP内容分析
Hannah E Payne,Victor Ba Moxley,Elizabeth MacDonald
Hannah E Payne
Background: Physical activity games developed for a mobile phone platform are becoming increasingly popular, yet little is known about their content or inclusion of health behavior theory (HBT). ...
Digital games for type 1 and type 2 diabetes: underpinning theory with three illustrative examples [0.03%]
基于理论的一型和二型糖尿病数字游戏设计:三个实例分析
Maged N Kamel Boulos,Shauna Gammon,Mavis C Dixon et al.
Maged N Kamel Boulos et al.
Digital games are an important class of eHealth interventions in diabetes, made possible by the Internet and a good range of affordable mobile devices (eg, mobile phones and tablets) available to consumers these days. Gamifying disease mana...
Therapists' perceptions of social media and video game technologies in upper limb rehabilitation [0.03%]
治疗师对社交媒体和视频游戏技术在上肢康复中应用的看法
Sandy K Tatla,Navid Shirzad,Keith R Lohse et al.
Sandy K Tatla et al.
Background: The application of technologies, such as video gaming and social media for rehabilitation, is garnering interest in the medical field. However, little research has examined clinicians' perspectives regarding t...
The design and relevance of a computerized gamified depression therapy program for indigenous māori adolescents [0.03%]
一种针对土著毛利人青少年的计算机化游戏化抑郁治疗程序的设计与适用性研究
Matthew Shepherd,Theresa Fleming,Mathijs Lucassen et al.
Matthew Shepherd et al.
Background: Depression is a major health issue among Māori indigenous adolescents, yet there has been little investigation into the relevance or effectiveness of psychological treatments for them. Further, consumer views...
Views of Young People in Rural Australia on SPARX, a Fantasy World Developed for New Zealand Youth With Depression [0.03%]
澳大利亚农村地区年轻人对SPARX的看法——一种针对新西兰抑郁青少年开发的幻想世界游戏
Colleen Cheek,Heather Bridgman,Theresa Fleming et al.
Colleen Cheek et al.
Background: A randomized control trial demonstrated that a computerized cognitive behavioral therapy (cCBT) program (Smart, Positive, Active, Realistic, X-factor thoughts [SPARX]) was an appealing and efficacious treatmen...
DietBet: A Web-Based Program that Uses Social Gaming and Financial Incentives to Promote Weight Loss [0.03%]
DietBet:一个利用社交游戏和经济激励来促进减肥的网络项目
Tricia Leahey,Jamie Rosen
Tricia Leahey
Background: Web-based commercial weight loss programs are increasing in popularity. Despite their significant public health potential, there is limited research on the effectiveness of such programs. ...
Evaluating the benefits of collaboration in simulation games: the case of health care [0.03%]
基于卫生保健的模拟游戏合作益处评估
Ricky Leung
Ricky Leung
Background: Organizations have used simulation games for health promotion and communication. To evaluate how simulation games can foster collaboration among stakeholders, this paper develops two social network measures. ...